采购
可持续发展
透视图(图形)
价值(数学)
结构方程建模
持续性
知识管理
可持续设计
营销
业务
心理学
计算机科学
政治学
人工智能
生态学
机器学习
生物
法学
作者
Abaid Ullah Zafar,Mohsin Shahzad,Khuram Shahzad,Andrea Appolloni,Islam Elgammal
标识
DOI:10.1016/j.techfore.2023.122968
摘要
Contemporary technologies have facilitated the development of gamification. It can potentially shape individuals' behavior; however, how gamification influences their sustainable purchasing is still unexplored. Drawing on the framework of behavioral reasoning theory and the theory of gamified learning, this research not only investigates the association of value and sustainable purchases with the integration of contextual boundary factors in users but also explores the perspective of non-users. This comparative study focuses on gamification platforms such as Ant Forest, and the valid data of 320 users and 238 non-users is assessed through partial least square structural equation modeling. Results unveil the significant role of value entrenched in gamified learning in perceptive mechanisms; nevertheless, substantial impacts of reasons for, reasons against, and sustainable purchasing attitude, including the moderating effect of perceived sustainable expertise, are distinctive between both samples. However, most of the hypotheses are supported. This study provides novel insights to comprehend the gamification avenue, which contains the potential to bolster sustainable purchasing and ultimately attain the objective of sustainable development.
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